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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Shurima's Legacy (PASSIVE)
Azir Passive Ability
Page one
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PROS:
+ Has a high dps
+ Easy to get creepscore in lane
+ Has a good wave clear
+ Baron hates this guy
+ Has a good escape
+ Has a lot of ability combos making him versatile
+ Has a lot of mobility
+ Excellent late game
+ Has a free tower x)
CONS:
+ Squishy throughout the game
+ You will have a hard time against assassins if your ult is on cooldown
+ Low magic resist
+ Low attack damage (you won't need your AD anyway, except for killing minions in lane)
+ Tower passive's cooldown is long.
To make this short: You're relatively squishy!
Go for a seal of scaling health (9). This will add up to your survavability in lane and throughout the game.
Add some ability power quints. It's like buying another dorans ring (minus the passive effects ofcourse[health and mana regen]. This will make you and your sand soldiers a lot stronger.
Mark of magic penetration (9) with a void staff late game will make you a monster!
The reason why we're getting the glyph of cd reduction is because: you want to have your abilities ready as soon as possible, and it will greatly help on your dps (sand soldiers attack dmg)
Go for a seal of scaling health (9). This will add up to your survavability in lane and throughout the game.
Add some ability power quints. It's like buying another dorans ring (minus the passive effects ofcourse[health and mana regen]. This will make you and your sand soldiers a lot stronger.
Mark of magic penetration (9) with a void staff late game will make you a monster!
The reason why we're getting the glyph of cd reduction is because: you want to have your abilities ready as soon as possible, and it will greatly help on your dps (sand soldiers attack dmg)
This time it'll be different. You're going to take 24/4/2. Getting ability power and utility masteries on your mastery tree is a must for added power, health regen and utility.
A -1 second on your recall time will help you get out on those sticky situations where the only thing you can do is recall.
an increase to your warding totem's casting range is a must. You're dead when you want to ward a certain area and an enemy jungler jumps on you. A 15% increase in range will help you A LOT on your laning phase, as well as give you more time to "back-up" when someone jumps on you from the brush thus adding to your survivability.
(the feast mastery will help you stay longer in lane every time you kill a minion.
A -1 second on your recall time will help you get out on those sticky situations where the only thing you can do is recall.
an increase to your warding totem's casting range is a must. You're dead when you want to ward a certain area and an enemy jungler jumps on you. A 15% increase in range will help you A LOT on your laning phase, as well as give you more time to "back-up" when someone jumps on you from the brush thus adding to your survivability.
(the feast mastery will help you stay longer in lane every time you kill a minion.
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